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Modifying swords / armor

Posted: Thu Jun 24, 2004 2:56 pm
by Dirk Cutlass
I don't want to start any arguments or discussion about this (other threads already doing a good job about this).

I just want a simple answer:

Q1) What is all this stuff about modifying armor and weapons, is this a HotU thing that enables you to change appearance properties and effects of armor and weaponry. I never played the HotU single-player campaign so hadn't heard of it, until I see all these requests for people wanting to do it?

Q2) How is this done (in HotU)?

Q3) What are you allowed to change?

(Remember, I'm not talking about Avlis here at all. It's just a general NWN HotU question).

Re: Modifying swords / armor

Posted: Thu Jun 24, 2004 3:04 pm
by Deider
Dirk Cutlass wrote:Q1) What is all this stuff about modifying armor and weapons, is this a HotU thing that enables you to change appearance properties and effects of armor and weaponry. I never played the HotU single-player campaign so hadn't heard of it, until I see all these requests for people wanting to do it?
There is a smith in the HotU single-player game that will add properties to weapons and armor for you.
Q2) How is this done (in HotU)?
The smith uses new functions that were created for HotU.
Q3) What are you allowed to change?
Just about any property that's avaliable in the toolset.
(Remember, I'm not talking about Avlis here at all. It's just a general NWN HotU question).
Even though you didn't ask, this is already available in Avlis. 8)

Re: Modifying swords / armor

Posted: Thu Jun 24, 2004 3:15 pm
by Dirk Cutlass
Deider wrote:
(Remember, I'm not talking about Avlis here at all. It's just a general NWN HotU question).
Even though you didn't ask, this is already available in Avlis. 8)
Oh, blimey, I have enough trouble deciding what colour to dye my armor, now you can change weapons and properties too!

*Says a found farewell to several bags of gold*

Posted: Thu Jun 24, 2004 3:58 pm
by kombinat
Dirk,

You may also be hearing about the appearance modifications. With the Craft Armour and Craft Weapon skills on some of the CoPaP worlds you can change the appearance of non-plot gear. Great for those who like to be unique :) It has the potential to be abused (one of the weapon models looks like a light sabre)... but, for example when they enabled such appearance modification on the Abyss, they just said "Don't abuse it or you'll have your appearance permanently turned into an archery target". Sounds like just punishment to me :D

Cheers,
kombinat

Posted: Thu Jun 24, 2004 4:15 pm
by Tharliss
Question for the DM's:

The new modifications that can be added to armor: Will these enchantments stay with items if they are placed in a persistant chest or will it "revert" back to it's base item on a server reset?

Haven't been able to check this out myself, but looking forward to it! Always nice to add a bit of variety and customizing items to make them unique to the character.

Posted: Thu Jun 24, 2004 4:19 pm
by Deider
Tharliss wrote:The new modifications that can be added to armor: Will these enchantments stay with items if they are placed in a persistant chest or will it "revert" back to it's base item on a server reset?
The bad news: Not yet. PlasmaJohn (who made the scripts for the smith - thanks go out to him and Mistcaller for getting everything done) is working on making it so they'll be persistent.

The good news: you can 'try out' a property, and if you don't like it you can 'erase' it from your armor by putting it in a p-chest and waiting for a reset. Then you could apply a new property :)

The better news: right now only one spot in Avlis offers such modification, and only for one type of item. This will change in the near future, so keep your eyes peeled.

Posted: Thu Jun 24, 2004 4:21 pm
by Jordicus
they currently are NOT persistant.

it is planned to eventually make them be able to be persistant, but that involves a whole different scope of coding that is in-progress

Posted: Thu Jun 24, 2004 4:26 pm
by Drakuul
I would assume this only applies to normal armours - that plot armours/clothes cannot get the enhancements?

Posted: Thu Jun 24, 2004 4:28 pm
by Tharliss
Deider wrote:
Tharliss wrote:The new modifications that can be added to armor: Will these enchantments stay with items if they are placed in a persistant chest or will it "revert" back to it's base item on a server reset?
The bad news: Not yet. PlasmaJohn (who made the scripts for the smith - thanks go out to him and Mistcaller for getting everything done) is working on making it so they'll be persistent.

The good news: you can 'try out' a property, and if you don't like it you can 'erase' it from your armor by putting it in a p-chest and waiting for a reset. Then you could apply a new property :)

The better news: right now only one spot in Avlis offers such modification, and only for one type of item. This will change in the near future, so keep your eyes peeled.
*sighs* I love you guys. :wink:

My new goal is to "hire" an NPC smith for Zach's shop so everyone can customize their gear. That can't cost TOO much, can it? :twisted:

Posted: Thu Jun 24, 2004 4:29 pm
by Deider
Drakuul wrote:I would assume this only applies to normal armours - that plot armours/clothes cannot get the enhancements?
You know what happens when you assume... :)

No, you can now apply properties to things like guild armors. This was done partly with guild armors in mind, actually - no longer do you have to languish in mundane or only slightly enchanted guild armor while a much better suit sits in your p-chest - now you can make your guild armor slightly better.

Posted: Thu Jun 24, 2004 4:31 pm
by Dirk Cutlass
What is the IC justification for this smith's almost supernatural ability to add / modify weapon / armor properties?

For instance, even the AAAA's finest crafters can only make the simplest of semi-magical weapons if I understand correctly (e.g. the ones with +2 elemental damage, or can they make real magic weapons now). So where does this uber-smith come from? Is he a gnome? ;)

Posted: Thu Jun 24, 2004 4:34 pm
by Deider
Dirk Cutlass wrote:What is the IC justification for this smith's almost supernatural ability to add / modify weapon / armor properties?
Best to find him and talk to him - it will become clearer when you do. :)
For instance, even the AAAA's finest crafters can only make the simplest of semi-magical weapons if I understand correctly (e.g. the ones with +2 elemental damage, or can they make real magic weapons now). So where does this uber-smith come from? Is he a gnome? ;)
PC crafters cannot make magic weapons, nor will they be able to. And the smith (and the smiths that will follow) are not uber at all. Do not expect powers like regeneration or soak or keen. And he is not a gnome, though one of the other smiths may be :)

Posted: Thu Jun 24, 2004 4:35 pm
by Nob
Tested out the one in-game.

REALLY REALLY like it, and hope to see more. :)

In terms of properties(not meant to be much of a spoiler but bear with me) he's not very uber at all, but he adds relatively useful properties to armor that make it very attractive.(I think however this is balanced by item scarcity and price.)

The properties are definitely in-line with what's actually craftable at the moment, even if the attitude of the smith in question is far ruder than the very professional, courteous and friendly staff at the 4A.

Now, if only PC's could do this too...*cough*

Posted: Thu Jun 24, 2004 4:36 pm
by Deider
Nob wrote:Now, if only PC's could do this too...*cough*
What do you think this is for? Testing the waters... :)

Posted: Thu Jun 24, 2004 4:38 pm
by Dirk Cutlass
I am assuming that the properties that can be added are in-keeping with Avlis low magic world. Yes yes of course they are, how silly of me to ask. :oops:

Posted: Thu Jun 24, 2004 4:38 pm
by Drakuul
No, you can now apply properties to things like guild armors. This was done partly with guild armors in mind, actually - no longer do you have to languish in mundane or only slightly enchanted guild armor while a much better suit sits in your p-chest - now you can make your guild armor slightly better.
Whoohoo! *Goes to mod Jills Mythos Lich armout*

Posted: Thu Jun 24, 2004 4:39 pm
by Vanor
Dirk Cutlass wrote:What is the IC justification for this smith's almost supernatural ability to add / modify weapon / armor properties?
They carve or ingrane ruins of power on the armor. They apply magical/alchemical compounds to the armor. They cast spells from a scroll prepaired for such a thing on the armor. There's a lot of ways to deal with this IC.
For instance, even the AAAA's finest crafters can only make the simplest of semi-magical weapons if I understand correctly.
Making a Magical item, requires casting of spells, and is not something someone can do via skill at crafting of a weapon or armor. This is different, and far from done. We have a lot of cool things in mind for this system. :)

Posted: Thu Jun 24, 2004 4:42 pm
by Vanor
Dirk Cutlass wrote:I am assuming that the properties that can be added are in-keeping with Avlis low magic world.
I think, the plan is you can add 1 and only 1 property to a item. The properties are well in line with the level of magic on Avlis. They will all be attractive to someone, but not all of them will be attractive to everyone. :)

Posted: Thu Jun 24, 2004 4:49 pm
by Dirk Cutlass
Vanor wrote:
Dirk Cutlass wrote:I am assuming that the properties that can be added are in-keeping with Avlis low magic world.
I think, the plan is you can add 1 and only 1 property to a item. The properties are well in line with the level of magic on Avlis. They will all be attractive to someone, but not all of them will be attractive to everyone. :)
OK, one last thing ... well for now at least ;)

I assume that some (or most) of these properties are using "on-hit" events. I heard that this was a potential lag-source. Any comment on this?

PS: Nice work by the way. I think its a fantastic idea, as long as it remains in keeping with the "low-magic" thing :D

Posted: Thu Jun 24, 2004 4:51 pm
by Jordicus
no on-hit scripts.

Posted: Thu Jun 24, 2004 4:52 pm
by Fuzz
Actually, I'd prefer if the new enchantment system WASNJ'T persistent... kind of handy to be able to wipe an effect off your armor if you want to. Someone wants to waste their money and keep changing resists, they can go for it.

Now, is that very IC? Not really... :P

Posted: Thu Jun 24, 2004 4:55 pm
by Tharliss
Fuzz wrote:Actually, I'd prefer if the new enchantment system WASNJ'T persistent... kind of handy to be able to wipe an effect off your armor if you want to. Someone wants to waste their money and keep changing resists, they can go for it.

Now, is that very IC? Not really... :P
What if it stays persistant unless you take it to the Smith to add a different property? He essentially removes the old runes and adds the new ones.

That way the people who want it persistant have it and those with the money to burn on changing often can do so as well.

Posted: Thu Jun 24, 2004 4:55 pm
by Vanor
Fuzz wrote:kind of handy to be able to wipe an effect off your armor if you want to.
I think we could include a way of removing an effect that was created with this system, when they become persistent.

Posted: Thu Jun 24, 2004 4:59 pm
by bandittt
Fuzz wrote:Actually, I'd prefer if the new enchantment system WASNJ'T persistent... kind of handy to be able to wipe an effect off your armor if you want to. Someone wants to waste their money and keep changing resists, they can go for it.

Now, is that very IC? Not really... :P
Why wouldn't it be IC:

"Hold on dear, let me put my armor away and get dressed for the party!"

"Just hurry up! You know I don't like to wait!"

....Later that evening after many drinks....

*opens the chest containing his armor*.... "that fucking peice of shit smith! His enchantment didn't last!"...*shrugs* "maybe he will give me a different one this time!"

...Sounds like it could be IC to me....

Posted: Thu Jun 24, 2004 5:03 pm
by Nob
Technically what the current smith does isn't "enchanting" anymore than the 4A weapons are "enchanted" because they're imbued with elemental properties.(Least that's the impression I get from the convo.)

I'm sure we'll eventually see a full blown enchanter somewhere, but the price will probably be correspondingly high and the requirements for each item expensive and hard to obtain anyway.

Or maybe we won't see that at all.